nomic I. Immutable Rules 101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable). 102. Initially, rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (i.e. changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers. 103. A rule change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment, or (3) the transmutation of an immutable rule into a mutable rule, or vice versa. (Note: This definition implies that, at least initially, all new rules are mutable. Immutable rules, as long as they are immutable, may not be amended or repealed. No rule is absolutely immune to change.) 104. All rule changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes. 106. Any proposed rule change must be written down before it is voted on. If adopted, it must guide play in the form in which it was voted on. 107. No rule change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule change may have retroactive application. 108. Each proposed rule change shall be given a rank-order number (ordinal number) for reference. The numbers shall begin with 301, and each rule change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted. 109. Rule changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. 110. Mutable rules that are inconsistent in any way with some immutable rule (except by proposing to transmute it) are wholly void and without effect. They do not implicitly transmute immutable rules into mutable rules and at the same time amend them. Rule changes that transmute immutable rules into mutable rules will be effective if and only if they explicitly state their transmuting effect. 111. If a rule change as proposed is unclear, ambiguous, paradoxical, of destructive of play, or if it arguably consists of two or more rule changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable amount of time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and decides the time to end debate and vote. The only cure for a bad proposal is prevention: a negative vote. 112. The state of affairs that constitutes winning may not be changed from achieving n points to any other state of affairs. However, the magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed. 113. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgement of the player to incur it, may be imposed. 114. There must always be at least one mutable rule. The adoption of rule changes must never become completely impermissible. 115. Rule changes that affect rules needed to allow or apply rule changes are as permissible as other rule changes. Even rule changes that amend or repeal their own authority are permissible. No rule change or type of move is impermissible solely on account of the self-reference or self-application of a rule. 116. Whatever is not explicitly prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it. II. Mutable Rules 105. An eligible voter is any player who votes within 72 hours of the call of the vote. A minimum of 3/4 of the players on the up to date nomic list must vote within this time period or the proposal fails. 201. Players shall alternate in the order specified in the "players" file in the nomic account on Herman, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points. Scores are maintained in the file "scores". 202. One turn consists of two parts, in this order: (1) proposing one rule change by mailing it to all the players and having it voted on, and (2) the moderator, jcaristi, throwing one die (d6) once and adding the number of points on its face to the proposer's score. 203. A rule change is adopted if and only if the vote is a 2/3 majority among the eligible players. All fractions covered by this rule are minimum requirements. ie. 6 of 8 is 3/4 and 6 of 8 is 2/3. 5 of 8 would not be sufficient. 204. If a rule change can be adopted without unanimity, the players who vote against a winning proposal shall receive 3 points apiece. If a rule change can be adopted without unanimity, but is adopted by an unanimous vote of all eligible voters, then the players who voted for the winning proposal each gain 2 points. Finally, if a rule change can be adopted without unanimity but is approved unanimously, the player who proposed the winning proposal gains an extra 4 points. 205. An adopted rule change takes full effect at the end of the turn containing the vote that adopted it. 206. When a proposed rule change is defeated by a 2/3 majority of the eligible voters, the player who proposed it loses 7 points. 207. Each player always has exactly one vote. 208. The winner is the first player to achieve 100 (positive) points. 209. At no time may there be more than 25 mutable rules. 210. Players who have consulted on rule changes prior to submitting them must reveal (at the time of submission) the nature of such discussions (and the expected outcome of the rule's adoption) as they pertain to the following: (1) Play of the game or (2) Anticipated future rule changes. Those formally accused and found in violation of this rule are subject to a minimum penalty of one lost turn. Other penalties are to be decided in accordance with the rules in effect at the time the violation allegedly occurred. Point bonuses or penalties for the accuser(s) are to be decided in the same fashion. 211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence. If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence. If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method must again govern. 212. If any player, hereafter called the "accuser", questions the legality of a single player's action, hereafter called the "defendant", in regard to interpretation or application of the rules, then the accuser may invoke judgement. When judgement is invoked this sequence must be followed: 1. All other play is suspended. 2. The question shall be decided by a third player, the "judge", determined by whomever's score mod 10 most closely equals the sum of accuser's and defendant's scores, mod 10 (after summation). Any ties are decided by the defendant. 3. The judge shall decide if, in his/her best interpretation of the rules, the defendant's action was LEGAL, NOT LEGAL, or INDETERMINANT. 4. A unanimous vote, within 48 hours, of the remaining players may change the decision. 5. If judged LEGAL play shall proceed immediately. 6. If judged NOT LEGAL, any effects of the action on the rules, players, or scores files shall be undone. Play shall continue as though the defendant had completed an appropriate action. 7. If judged INDETERMINANT refer to rule 213. An appropriate action may be the process of a rule change and like proceedings. New judges are not bound by the decisions of old judges. Judges may settle only that question with which the accuser currently takes issue. All decisions by judges shall be common morality, common logic, and within the spirit of the game. No appeal beyond that of step 4 may be tried in any form. 213. If the rules are changed so that further play is impossible, or if the legality of a move is impossible to determine with finality, or if by the judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player who is unable to complete a turn is the winner. This rule takes precedence over every other rule determining the winner. 313. If a player fails to submit a preliminary proposal within 72 hours of the call for their proposal, then that player forfeits their opportunity to propose rule changes and play continues as prescribed. No scores change as a result of this lost opportunity. If a player loses their opportunity (as above) three times in a row, then that player's name shall be removed from the player's file. 315. If seven consecutive votes on separate proposals, each from a separate player, fail to pass, the eighth proposal offered will be accepted without a vote from the other players. This proposal cannot contain any clause which would terminate the game before the next proposal can be considered and accepted. 317. All rule proposals must be 100 words or less. Any attempt to modify an existing rule may not increase the number of words present in said rule. 323. Any player in the "players" file may call for the vote on the proposed rule at any time during the course of the turn. A second on the call by any other player in the "players" file within 24 hours will then signify that the proposal as it stood prior to the call shall be voted on. The player whose turn it is may still call for his/her own vote at any time seen fit by that player without the need for a second. 325. When a call for a vote leads to a vote that was not initiated by the proposal's author, but the resulting vote passes the proposal, the player who seconded the call receives 3 points. When a call for a vote leads to a vote that was not initiated by the proposal's author, and the resulting vote does not pass the proposal, but the votes against the proposal are less than 1/2 of the voting players, the player who seconded the call loses 4 points. 329. Asparagus is the official vegetable of the game until such time as the Federal Government of the United States of America deems this plant to be a controlled substance. At that time all regular play must cease and a special session of the One True Nomic must be held to determine a new official vegetable. 332. A person may be added to the players list and scores file at anytime with the majority consent of the players. A player can be removed at any time he/she wishes. A player may be placed on inactive status at his/her own request. An inactive player remains on the players list/scores file but cannot vote, offer proposals, or affect any changes to the score. An inactive player is not counted toward any vote totals or time limits between turns. The player is reactivated with majority consent of the active players at any time.